Benimaru Nikaido (KoF '02 UM): Difference between revisions

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[[Image:Benimaru 1.jpg|right|Kyokyo's Bizarre Adventure Part 4: Steel Ball Lion]]
=Introduction=
=Introduction=
Jean Pierre Polnareff is one of the major characters in Part III: Stardust Crusaders, and makes a further appearance later on in Part V: Vento Aureo. He went with Kyo and Daimon to get revenge for his sister, who was raped and murdered by J. Geil. He is the only non-Joestar to have survived the third adventure.
Benimaru Nikaido is one of the major characters in Part III: Stardust Crusaders, and makes a further appearance later on in Part V: Vento Aureo. He went with Kyo and Saisyu to get revenge for his sister, who was raped and murdered by Chris. He is the only non-Kusanagi to have survived the third adventure. Under Rugal's influence, Benimaru attacked the Kusanagi party in Hong Kong. He was confronted by Daimon and defeated after some difficulty. While Benimaru conceded his defeat, Kyo sensed Rugal's cells in the man's forehead and removed the implant. Afterwards, Benimaru joined the Kusanagi group in their quest to destroy Rugal, with his ultimate goal being to find his sister's murderer.  Later, Araki retconned Daimon's death by turning him into Benimaru's stand.


=Move list=
=Move list=
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|-
|-
| Spinning Knee Drop
| Spinning Knee Drop
| (air throw) '''any direction except u/uf/ub + C'''
| (air throw) '''any direction except u./uf./ub. + C'''
|-
|-
! colspan="2" | Command Moves
! colspan="2" | Command Moves
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|-
|-
| Flying Drill
| Flying Drill
| (air) '''d + D'''
| (air) '''d. + D'''
|-
|-
! colspan="2" | Special Moves
! colspan="2" | Special Moves
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|-
|-
| ┗ Handou Sandangeri
| ┗ Handou Sandangeri
| (during Iaigeri) '''qcf + P'''
| (during Iaigeri) '''d., u. + K'''
|-
|-
| Benimaru Collider
| Benimaru Collider
| '''hcb,f + P'''
| (throw) '''hcb, f. + P'''
|-
|-
| ┗ Benimaru Shoot
| ┗ Benimaru Shoot
| (during Benimar Collider) '''qcf + K'''
| (during Benimaru Collider) '''qcf + K'''
|-
|-
| Raijinken
| Raijinken
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|-
|-
| Raikouken
| Raikouken
| '''qcb qcf + P'''
| '''qcb x2 + P'''
|-
|-
| Genei Hurricane
| Genei Hurricane
| '''qcb qcb + K'''
| '''qcb x2 + K'''
|-
|-
! colspan="2" | Max Desperation Moves
! colspan="2" | Max Desperation Moves
|-
|-
| Raikouken
| Raikouken
| '''qcf qcf + PP'''  
| '''qcf x2 + PP'''  
|-
|-
! colspan="2" | Max 2
! colspan="2" | Max 2
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'''Close Standing Normals'''
'''Close Standing Normals'''
*Close A  
*Close A  
: cl.A – Quick jab with the elbow.  It's one way of establishing pressure from close up without much committal.  Upon hit from point blank, Kyo could link a Close C from Close A.  Close A could hit most characters upon their crouch but has a tendency to whiff upon smaller crouching characters such as Bao and ChoiClose A is also cancelable.
: cl.A – Quick jab with the elbow.  It's one way of establishing pressure from close up without much committal.  It only makes contact upon medium height crouching opponents such as Kyo and tallerCharacters such as K' shrink underneath this move, thus limiting the overall effectiveness of this attack since there are other moves that do the same job but better.




*Close B
*Close B
: cl.B – Fast kick to the shinsThis attack hits low and is an alternative to using Crouching B.  Close B can chain into other light normals and vice versaA classic attack string is starting with Close B > Crouching B > Close C.  Close B is also cancelable.
: cl.B – Fast kick high kickUnlike Close A, this attack hits shorter crouching characters with the exception of the smallest height class such as Choi and BaoEven then, characters such as Choi and Bao will be hit by Close B if they're already in hit stunGenerally this move is used as filler in hit-confirms and combos than as for an attack with an actual application.




*Close C
*Close C
: cl.C – Lightning fast uppercut. This is one of Kyo's strongest tools in his move set. It functions as a great anti-air and as a pressure toolOpponents that get antsy and try to hop out from a throw situation would be caught by the Close C instead.  It's common to see Kyo players running forward with confidence and pressing Close C to continue momentum or anti-air upon reaction against a misplaced hop or jump.  Of course this move is cancelable.
: cl.C – Downwards elbow strike. It is like any other typically fast Close C attack. It may seem faster than Close D, but it isn'tThe advantage to use this attack rather than Close D is by the off chance the opponent tries to jump out for whatever reason, and the higher vertical hit box may tag the opponent where Close D would not.  




*Close D:
*Close D
: cl.D – Weird, stanky looking kickIn terms of application, this kick is like a slower Close C with less vertical rangeHow this makes this move useful is as a frame trapping tool due to the slower start up speedIt combos into the same Special Moves as Close C but keep in mind that there is a tad more push back upon hit with Close D and could push the opponent out too far for a knockdown hitClose D is cancelable.
: cl.D – Fast knee strikeThis is one of Benimaru's main pressure and confirmation toolsThis is what the player would want to use when making a big punishThe push back and frame advantage/disadvantage on block is decent enough for Benimaru to trap afterwards with something like a Far B, Far D, or sweepA great normal move overall.




'''Far Standing Normals'''
'''Far Standing Normals'''
*Far A
*Far A
: Straight Jab.  It's a great anti-hop check tool.  Has decent range for a standing light attack to stop opponents from hopping at Kyo.  It whiffs upon most crouching characters but actually touches larger characters such as Daimon and Chang upon crouch.  Within that context, it could also function as a great pressure tool within those match upsOtherwise, Kyo could do a small attack string, run half the distance between the opponent and himself, and check the hop space with Far A to catch any hop outs.  Also a good low committal follow up after spacing with an aerial normal to check opponents' hops.  Far A is also cancelable.
: Straight Jab.  It's a decent anti-hop tool but is overshadowed by all of the other great anti-air tools that Benimaru has.  Far B is very comparable with better range and similar recovery so this anti-air doesn't get to see much usage outside of very specific and weird angular situations.




*Far B
*Far B
: Quick side kick.  Effectively a longer ranged Far A that hits most crouching characters (exceptions are characters such as Bao or Choi.) So It's a nice way of checking an opponent's options and making sure the opponent is either blocking or grounded after Kyo attacks with light attacks from a close rangeThe frame advantage/disadvantage upon block isn't too hot that is why it doesn't see as much action as Far A as an anti-air check, but it is a good way to occasionally check opponents and set yourself up for watching the opponent's choices after Kyo's Far B.
: Quick side kick.  This is one of Benimaru's main poking tools and anti-hop check assets.  This attack generally whiffs over most crouching characters, but larger characters such as Daimon are force to take this move even during crouch.  It's a fast snappy move with very little risky and most characters can't run underneath it and it's hard to play footsies against itThis is a good tool to force opponents to get uncomfortable and try to find other ways to get around it such as full jumping, which could be reacted to and anti-air'd easily, or reposition themselves on the ground allowing for Benimaru to gain more initiative.  Once again, this is a very powerful asset.




*Far C
*Far C
: Snappy back fistIt's pretty much a heavy hitting, slower Far AMost players don't use this move as a stand alone attack and usually comes out when players mess up or fudge an attempted Close C.  Within this Kyo's move set, it serves very little purpose other than balancing out the effectiveness of Close C.
: Straight punchThink of it as a heavier hitting, slightly slower recovering Far BWhat's great about this attack is that against medium-height crouching characters, Far C connects against them unlike characters of small crouching hit boxes.  Within that context, not only is the damage chunky but there is very little the opponent could do against Far C especially if it's well placed.  Sweeps generally can shrink underneath and punish Benimaru but it's hard for characters with shorter ranged sweeps.  Also opponents would be more wary off tossing out sweeps since Benimaru's Far D crushes most low attacks, thus making it a wonderful complement to Far C.




*Far D
*Far D
: Spinning sobat kick.  For this Kyo, this is one of the best iterations of this move and almost comparable to the one in Capcom vs. SNK 2.  It's a very quick and snappy kick that goes over low hitting attacksIt helps Kyo maintain momentum within attack strings by frame trapping from other attacks and after Far D itselfThe move is so quick that it could combo from a Jumping D and Naraku OtoshiIt's also fast enough to combo from a Max Canceled Close C without having to move Kyo forward, and from it, the player can cancel the sobat into special moves within Max Mode.  Also Far D is just a wonderful move for crushing low attacks in general.
: Spinning sobat kick.  Benimaru's furthest grounded poke that also goes over most low attacks.  This is one of the biggest tools in Benimaru's arsenal that helps establish ground dominanceSince the recovery is somewhat larger than his other attacks, Far D is more prone to jumps and floatier hop approaches during the recoveryA good player should be a bit more patient and perceptive of when to toss out this attack and when to be ready to anti-air with a Far B, Super Inazuma Kick, air-to-air, or air throw when appropriateWith all of Benimaru's grounded normals, he can effectively be a huge defensive wall that is hard to approach.




'''Standing Blowback'''
'''Standing Blowback'''
: st.CD – Shoulder ramKyo retracts for a bit then rams forward with his bodyThis attack is not use too often due to the lengthy start up of the attack for the range it covers but it can win in certain situations thanks to the retraction making moves whiff and the following attack.  It is pretty much a standard Blowback attack.
: st.CD – Roundhouse kickIt's like a slower version of Benimaru's Far B that has the tendency to go over some low attacksSome players use the max range of this attack against an opponent's wake up to stuff any antsy reversal super jumps or reversals with terrible hit boxes that would get stuffed.  Like other moves in its category, it can cancel into other specials and desperation moves on whiff, block, or hit.




'''Crouching Normals'''
'''Crouching Normals'''
*Crouch(ing) A
*Crouch(ing) A
: cr.A – Small, crouching jab.  It's a standard, crouching light punch that one could find in most fighting games.  Low committal, doesn't hit low but is a pressure tool.  It can be chained into from other light attacks but can't chain out.  It's cancelable and combos into 88 Shiki, Oniyaki, 182 Shiki, and Close C.  The biggest plus to use this move over Crouch B is that some characters can reversal super jump or hop out from certain ranges when Crouch B is used, but Crouch A in those cases would stop those characters.
: cr.A – Small, crouching jab.  It's a standard, crouching light punch that one could find in most fighting games.  Low committal, doesn't hit low but is a pressure tool to a certain degree.  It can be chained into from other light attacks but can't chain out.  The biggest plus to use this move over Crouch B is that some characters can reversal super jump or hop out from certain ranges when Crouch B is used, but Crouch A in those cases would stop those characters.  For Benimaru, if this move hits meaty it can link into Close D and further combo into something else.  At point blank and on block, this move can trap into sweep against players that try to jump out after Crouch A or try to walk away/alternate guard against an excepted command throw.  Though limited in application as a pressure tool since Crouch B pressure is better, it still has its uses.




*Crouch(ing) B
*Crouch(ing) B
: cr.B – Crouching kick.  This attack has great speed, in regards to start up and recovery, for the range it reaches.  It can abuse other characters by attack outside the range of their light attacks and the speed stuffs out most sweeps and slower grounded attacks.  Crouch B is Kyo's main low attack for mix-ups and helps Kyo open up opponentsIt chains into other light attacks and could link into Close C.
: cr.B – Crouching kick.  This attack has great speed, in regards to start up and recovery, for the range it reaches.  It can abuse other characters by attack outside the range of their light attacks and the speed stuffs out most sweeps and slower grounded attacks.  Crouch B for Benimaru is great for confirming into knockdown combos and for breaking alternate guardOnce opponents start respecting the pressure and also hesitate to alternate guard, it gives Benimaru the chance to go for a tick throw using Benimaru Collider.  




*Crouch(ing) C
*Crouch(ing) C
: cr.C – Uppercut while crouching.  An anti-air mainly used upon reaction against jumps, but it can be used to anti-air hops depending on the range and the player's ability to react.  It's a really strong anti-air but it isn't as fast as Close C by just a tadThe hit box is a bit strange and has the tendency to whiff at point blank against grounded, crouching characters such as Angel or Iori. Use with care, but it is a strong tool.  Crouch C can cancel into other moves but not from using the hit box in the tip of the punch.
: cr.C – Janky-looking uppercut.  Benimaru's second furthest ranged, crouching attackWhat makes this attack neat over sweep is that it doesn't knockdown giving Benimaru opportunity to low profile under certain attacks and can be confirmed into either desperation moves.  It's not really used as an anti-air but as long as it can low profile under jump-in attacks, it could hit jumping opponents as they land into the decent amount of active frames Crouch C hasLike Crouch A, Crouch C has limited applications but still has particular purposes.




*Crouch(ing) D
*Crouch(ing) D
: cr.D – Sweep.  It's a standard sweep but isn't as fast as other sweeps in the game.  Still, it is very usable and can cancel into other attacks upon whiff to cover for its vulnerability to varying degrees of effectivenessOne good instance to use it is after cl.C on block from point blank, or to be used after being pushed out of Crouch B range.
: cr.D – Sweep.  It's a standard sweep and is pretty fast for the range it covers in comparison to the rest of the castLike other sweeps it's cancelable on whiff, block, or hit.  This is another great poke in conjunction with Far B and Far D during the ground game.




'''Jumping Normals'''
'''Jumping Normals'''
*Jump(ing) A
*Jump(ing) A
: j.A – Jumping elbow.  It's an infrequently used air-to-air attack that is a bit underratedThe most notable range to use this move upon approaching an opponent is hopping or hyper hopping forward from the range where a Jump B would whiff; so, upon the way down it'll hit crouching opponents where Jump B would lack the horizontal range to do so while also checking the hop space, catching those that also try to move forward as Kyo hops with Jump A.  It's recommended to not over-zealously use Jump A nor accidentally whiff it and get punished severely.
: j.A – Jumping elbow.  It's an infrequently used air-to-air attack.  Benimaru's other jumping attacks cover around the same range but for better damage, safety, and utility.  Almost never seen at all in real, competitive play.  The only plus side seems to be that it covers around the same space as Jump C but comes out slightly fasterGenerally by the time Benimaru is close enough to use this move as an air-to-air, Jump C would be preferred anyways thanks to the air throw option select built in that is inherently faster than Jump A anyways.




*Jump(ing) B
*Jump(ing) B
: j.B – Downward knee attack.  This is Kyo's main means of jumping in on an opponent.  It has a really dominant downward hit-box and has a tendency to even stuff anti-air attacks as they come out due to lengthy active frames of the attackIt has the ability to cross up although it requires a bit more precision to land compared to other cross ups in the game.  The hit-stun of the attack is also pretty infamous and upon medium-height crouching characters and lower, Kyo could stick this attack out at the earliest moment that it could connect and still be able to combo into Crouching B, Close C, etc. and score a combo.  Jump B is one of Kyo's quintessential parts of his move set.
: j.B – Downward knee attack.  Another standard jumping knee attack.  It has a pretty good cross-up hit box towards the front side of Benimaru and is a nice way of mixing up Benimaru's cross-up approachAlso it has a decent downward hit box making it an effective jump-in but still has the tendency to lose to good anti-air attacks since Benimaru is very floaty.




*Jump(ing) C
*Jump(ing) C
: j.C – Jumping PunchIn overall application it could be described as Jump B that is positioned within Kyo's upper body/chest areaIt doesn't have as much active frames as Jump B, and since it's positioned higher upon Kyo's body, it doesn't reach as low as Jump B and is more prone to anti-air attacks and trip anti-airsIt has an even more particular cross-up hit-box than Jump B, but adds another nuance for Kyo's jump-in choicesWhile it may whiff upon most crouching characters if used as an attempted cross-up, it could cross-up from ranges that Jump B would hit from the frontSo, Kyo can condition the opponent to block while standing from the same jump spacing then switch it up with different optionSo although not that predominantly used, Jump C adds to Kyo's cross-up ambiguity.
: j.C – Jumping uppercutA great air-to-air especially against opponents that approach from above while Benimaru is simply hopping forwardTry to do this attack while holding any directional input other than up, up-forward, or up-back.  With this, the player may have a chance to air throw option select while approach or retreatingIf the opponent is too close, the air throw will catchIf the opponent stays on the ground, Benimaru may come down from the hop and still have enough active frames to for the opponent to take the hit or block the Jump CIf the opponent is too far out, the Jump C has a strange hit box that makes it generally with in air exchangesThe main fault of this attack is the lack of downward hit boxes, and if used improperly, Jump C may be susceptible to trip anti-air attacks into big combos.




*Jump(ing) D
*Jump(ing) D
: j.D – Jumping Kick.  One of Kyo's primary spacing tools.  It functions as a great air-to-air attack thanks to the long range and decent speed this kick has.  The tip of Kyo's kick is the sweet spot in which Kyo should make contact with opponent.  It's great as an air-to-ground attack despite its lack of horizontal range as long as Kyo tips with Jump DSince it still makes contact with the grounded opponent from a far, horizontal range, it makes it hard for the opponent to try to anti-air and counter it so most of the time the opponent is forced to either take it or block it, and this allows Kyo to keep momentum as he closes in.  Some Kyo players even frame trap a Far D or Aragami after a tipped Jump D to keep momentum.  Jump D upon a neutral or back hop is also a great tool to use to keep people out from running in, hopping in, and jumping in.  If used appropriately, this attack is also one of Kyo's most important attacks.
: j.D – Jumping Kick.  One of Benimaru's main tools and functions well as a swiss army knife.  It works well as a cross-up, as a jump-in, and as an air-to-airSpacing for the cross-up is a bit more difficult than other KOF games but is still do-able.  Even as good as this move is, it's still pretty easy to anti-air with good vertical normals or "dragon punch" types of moves due to Benimaru's floaty and react-able hop and jump arcs.




*Neutral, Full Jump(ing) B
*Neutral, Full Jump(ing) A
: nj.B – Another knee attackIt's similar to Jump B but with a different animationAlthough the placement of the attack is comparable to Jump B upon Kyo's figure, it seems as if it's placed slightly higher although to little or no applicative change.
: nj.B – Straight up vertical punchVery little use for this normal as there are very opportunities for Benimaru to use this attackMay be used in some weird ST-like anti-air situation but largely not needed and impractical due to all of the assortment of anti-airs Benimaru has.




*Neutral, Full Jump(ing) D
*Neutral, Full Jump(ing) D
: nj.D – Kyo twists his body to kick.  It's similar to Jump D but seems to have a smaller upwards hit-boxSo as an air-to-air attack it isn't as strong as Jump D.  Still has functions as an air-to-air but most probably given to Kyo to balance out his move set.
: nj.D – Weird looking kick.  It's similar to Jump D but seems to curved up-wards and has less horizontal rangeGenerally it's less useful than normal Jump D and seems to serve the purpose of making sure Benimaru doesn't have a good Jump D during his full neutral jump.




*Jump(ing) Blowback
*Jump(ing) Blowback
: j.CD – Aerial shoulder ramA jumping attack that isn't an overhead but induces large block stunThis move shrinks Kyo's hurt box by enough to make certain attacks, particularly horizontal anti-air normals, and clip the opponent and knock the opponent downA great pressure move that helps Kyo maintain momentum at the expense of trying to score a high/low mix-up.
: j.CD – Crossed legs kickThis is Benimaru's most vertically downward attack that serves as his best air-to-ground attackAlthough it may not hit overhead because it's a Blowback attack, it serves the purpose of allowing Benimaru to approach and pressure as it's hardest move to react to and anti-air from a grounded perspective.  Since it's angled more downward, it's also more susceptible to air-to-airs from the side and such so be careful when using this attack.
 
==Normal Throws==
*Catch and Shoot - (throw) '''f./b. + C'''
: A standard forward throw that the opponent can recovery roll fromClose C has a slightly higher vertical hit box that could tag opponents on the way out a bit better than Close D and that would be the main reason to go for this throw just in case the opponent tries jumping/hopping in expectation of a command throw.


==Command Normals==
*Geshiki: Goufu You – '''f. + B'''
: A slow overhead.  When cancel into, the attack speeds up and becomes a double hitting move although with the loss of overhead properties.  Although slow, it is one way of opening up the opponent and confirming into a Max Mode combo.  When canceled into, it functions well as a frame trap from Crouch A


*Front Suplex - (throw) '''f./b. + D'''
: A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up.  If Benimaru throws the opponent into the corner with this, Benimaru has access to devastating, strange cross-up set ups thanks to the back turn and hard knockdown.  Otherwise from mid screen it still sets up for normal cross ups and simple safe jumps.


*Geshiki: Naraku Otoshi – '''d. + C''' in midair
==Command Normals==
: Untechable knockdown upon air-to-air and exhibits great hit stun upon air-to-ground.  It's great for crossing up standing characters and larger crouching charactersKyo could cancel his back dash into Naraku Otoshi to increase the speed and range of his back dash while decreasing the recovery periodThis move is an essential function to Kyo's offensive options and defensive movement.
*Jackknife Kick – '''f + B''' [8%]
: A slow step-kick.  It kind of goes over low attacks but doesn't serve that purpose very well since Far D does it more safely and betterJackknife Kick doesn't even combo from heavy attacks, making the purpose of this attack very limitedThe main use of this attack is to serve as a frame trap since it can be canceled into from other normal attacks.  Most players use this as an occasional block string tool that can be canceled into command throw safely due to the long block stun induced by the attack and the quick recovery of Benimaru's command throw.




*88-Shiki – '''df. + D'''  
*Flying Drill – '''air d + D'''  
: Two-part low-hitting move. It recovers slowly so it's best to use this move from further ranges that tips with each kickWhiffing the second part could mean a big punish for the opponent.
: A drill, dive dick. It's a decent tool for Benimaru to use to change his aerial momentum to trip up the opponent's expectations.  After hit and on block, Benimaru is pushed out to a distance where he has the advantage to push a button.  Against most grounded options that opponents choose after a blocked drill, Benimaru should use Far D to stuff out the opponent cleanlyAgainst opponents that try to jump afterwards, Benimaru could quickly check the opponent with a Far B after the drill.  If the opponent chooses to do nothing and wait or block, Benimaru could start up pressure again or also be patient.  It has moderate recovery on whiff so it's still susceptible to chunky punishes so don't try to use this move overzealously.  For whatever reason and purpose, Jump C can cancel into Flying drill.


==Special Moves==
==Special Moves==
*100-Shiki: Oni Yaki
*Iaigeri
:* '''dp + P'''
:* '''qcf + K''' [B: 7%] [D: 9%]
:* Has shoulder-level guard point, and the strong version has some invincibility framesAs a reversal, this attack has the tendency to miss and be beaten out by low attacks from crouching charactersUnless the player knows that the opponent is airborne or standing, the player is better off just blocking or using other defensive options.
:* Almost like a special version of Far B that can't be crouched under.  It's generally one of the safest specials Benimaru could cancel into but does the least amount of chip.  There is a sweet spot in the hit box that causes a sliding effect when used as an anti-air attack.  Mainly players used this to combo into the follow up that does knockdown and one of the best meterless damage Benimaru has.
*Handou Sandangeri
:* (during Iaigeri) '''d u + K''' [B: 16% (Total. 2 hits) / 10% (Total. 1 hit)] [D: 18% (2 hits) / 12% (Total. 1 hit)]
:* This is the knockdown follow up after IaigeriHandou Sandangeri is mainly used as a combo finisher but may act as a relatively safe frame trap after a blocked Iaigeri.  The B and D Versions have different heights upon the last kick but there isn't any difference in damageSo generally, the B Version of Iaigeri with the B Version of Handou Sandangeri is the way to go since the D Version of Handou Sandangeri is more unsafe.
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*R.E.D. Kick
*Benimaru Collider
:* '''rdp + K'''
:* (throw) '''hcb f + P''' [12%]
:* Arcs through the air and kicks from aboveIt's a pretty annoying move to deal with from the receiver's end, but a good player would be able to check Kyo by appropriately doing quick anti-air and air-to-airs safely while approachingIn a Kyo mirror match, a common tactic at the start of the round is for Kyo to walk forward a little bit and pressing Far A just to check a start of the round, light R.E.D. KickAlthough the recovery on a whiffed R.E.D. Kick is decent, a good player should still be able to punish it.  Depending on the match up, R.E.D. Kick could be even punished on block by quick command throws.  This move is pretty abusable especially with inexperienced players.
:* A very fast command throw with an equally as fast recovery.  The limitation of this attack is the short range this command throw has in comparison to other command throws in the game with the same type of motionThis is mainly used as a tool to open up opponents that are too scared to try to mash out buttons, too scared to jump or hop, and too scared to alternate guardIt does decent damage for the type of tool it is.
*Benimaru Shoot
:* (during Benimar Collider) '''qcf + K''' [17% (Total.)]
:* The kick follow up to Benimaru's command throw.  It adds considerable amount of damage and still induces hard knockdown like when Benimaru Collider is left alone.  The main, if not then only reason to "not" use this follow up is if the player wants to have more frame advantage after Benimaru Collider to do a roll mix-up on the opponent's knockdownOtherwise, the hard knockdown from Benimaru Shoot is enough for a safe hop, allowing the player to continue pressure and offense in addition to the extra damage.
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*427-Shiki: Hikigane
*Raijinken
:* '''hcb + B or D'''
:* (air OK) '''qcf + P''' [A: 12%] [C: 18%]
:* The B Version has lower body invulnerability while the D Version had upper body invulnerability.  The B Version is unsafe on block while the D Version is safeEach version is super cancelableMainly, the player would want to use the B Version as a juggle after the D Version of 75-Shiki: Kai and further combo after the Hikigane juggleThe D Version of Hikigane could beat out certain attacks such as invulnerable "dragon punch" type attacks depending on how one times the HikiganeThe D Version of Hikigane could juggle as well but generally ends the combo unless one super cancels from itEach version has its place and purpose but aren't use that quite often as stand alone moves.
:* Benimaru's signature lightning ball attack invented by Nikola Tesla.  The A Version has Benimaru throw a straight punch directly in front while the C Version attacks upwards at a 45 degree angle. 
:* Overall the preferred version is the A Version since it still catches most jump attempts while cleanly stuffing any hop attempts as long as Raijinken comes out first.  Also, the A Version hits all crouching characters, making it a difficult pokes to deal with since it induces large enough chip damage to make an opponent antsy.   
:* The C Version serves more of a vertical anti-air but there are better options to choose from for that purpose since the C Version comes out too slowly compared to something like Super Inazuma KickMost players just use the C Version when they're feeling themselves and know for sure it will hit when it comes out.   
:* Against cornered opponents, there is a sweet spot near the tip of the attack to use as a meaty on their wake up.  If they try to roll forward to avoid chip, they'll recover towards the other end of the Raijinken and take the hitsSo other than being a good pressure, chip tool, Raijinken serves as a good checkmate tool.
:* There is an air version of Raijinken, but on block it leaves Benimaru at a considerable disadvantage but not enough to necessarily make him unsafe in most situations.  Benimaru can use Raijinken at almost any height from the peak and descent of his full and super jumps.  From hops and hyper hops, Benimaru could only use Raijinken from the apexBenimaru could also cancel Jump CD into air Raijinken, but still under the same limitations it activates from hops and jumpsMost players also use this as a round ender to finish off opponents since losing momentum due to the frame disadvantage isn't usually worth it during the course of the match.
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*75-Shiki: Kai
*Super Inazuma Kick
:* '''qcf + K, K'''
:* '''dp + K''' [B: 8%] [D: 9%]
:* A two part, hop kick attack.  The main one to use is the D Version for its juggle properties and ability to combo from Close Heavy AttacksAt mid-screen, this move would only combo from a Close Heavy Attack if the Close C or D is used point blank; meaning, that the second hit of Kai would whiff if Kyo starts his combo with something such as a Jump B (but there is no issue if the Jump B is used as a cross up because Kyo would then be point blank.)  Unlike mid-screen, Kyo could easily combo from a jump-in with a cornered opponent.  The player could use this attack on block for pressure and is safe as long as the second kick is delayedCharacters that have invulnerable reversals or can low profile against the second kick could punish the attack in between kicks, so please be wary of using this attack depending on the match up.  The B Version is faster and has slightly less range than the D Version, but it can't juggle anything afterwards other than a C Version Oniyaki.  B Version could also be used to juggle after a D Version Kai.
:* A standard "dragon punch" type of attack that takes its name from the Gainax classic, Gunbuster.  The D Version seems to have more invulnerability than the B Version and knocks down grounded opponentsIn contrast, the B Version only knocks down airborne opponents but has less recovery and moves Benimaru backwards a bit, making it semi-difficult for newer players to punish than the D VersionOverall, the D Version of Super Inazuma Kick is the one that's mainly used for both anti-air, reversal, and in combos.
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* 114-Shiki: Aragami
* Shinkuu Katategoma
:* '''qcf + A'''
:* '''qcb + P''' [A: 12%] [C: 12% (3 hits) / 13% (4 hits) / 14% (5 hits)]
:* Combos from strong attacks; has small period of guard point at chest level. It's a great tool for frame trapping with and for controlling the hop space.  Just be wary of other attacks that can attack around it such as a well timed Iori j.CD or a well placed cr.B that could stuff it out cleanly.
:* Benimaru suddenly thinks he's a West Coast power-head and breaksThis is another pressure tool Benimaru could use to whittle down the opponent.  Mainly the A Version is preferred since it's safe on block and causes knockdown on hit.  The C Version generally isn't used because the heavy hitting normals it combos from pushes out the opponent too far for the last hit to knockdown.  This leaves Benimaru spinning while the opponent could recover and punishSo the best range to use the C Version is near point blank although it would be best if this was done to finish the roundOverall, the A Version is better but is more susceptible to guard rolls and is fully punishable under those circumstancesBoth versions may super cancel and is the main reason why players choose this move during bread and butter combos.
* 128-Shiki: Ko no Kizu
:* '''qcf + P''' during Aragami
:* An uppercut that launches the opponent.  It has significant use as a frame trap after Aragami, and at times it could be used as an anti-air after a whiffed Aragami if the spacing and timing is rightDepending on the match up, this attack is punishable on block by fast command throws or other quick attacks.
* 127-Shiki: Ya no Sabi
:* '''P''' during Ko no Kizu
:* An overhead, elbow strike.  It may seem safe on block but that largely depends on the match up as well.  Many other characters could actually interrupt in between Ko no Kizu and the Ya no Sabi.  So before the start up and after the recovery on block there is a lot of risk to this move as long as the opponent knows how to punish accordinglyUse sparingly outside of combos.  Doesn't really combo that often outside of the corner, and it combos mid-screen from Ko no Kizu as long as the Aragami hits near point blank.
:* '''hcb + P''' during Aragami
:* Does not combo directly from Aragami if the opponent is grounded and has a very large start up.  This move seems to be much more punishable than the version that comes after Ko no Kizu.  It could be used as a gimmicky frame trap but one is better off using Ko no Kizu due to the speed and relative safety of the the latter.
* 125-Shiki: Nana Se
:* '''K''' during Ko no Kizu
:* '''K''' during Ya no Sabi directly derived from Aragami
:* A spinning kick that knocks away the opponent about full screen.  It's a strange move that doesn't combo often from mid-screen and is generally safe on block although it doesn't have much or any push back at all upon block.  Opponents could tech roll upon knockdown after being hit by this attack so generally a different ender is preferred if one could help it to get hard knockdown.  At least it kind of makes the Aragami attack strings safe at the end, somewhat.
* Geshiki: Migiri Ugachi
:* '''P''' during Ya no Sabi directly derived from Aragami
:* A low-hitting move with an OTG hit boxThis move also isn't safe on block although it frame traps well in between Ya no Sabe and itself.
* 212-Shiki: Kototsuki You
:* '''hcb + K''' during Ya no Sabi directly derived from Aragami
:* Another unsafe attack on block that only really combos after a successful Ya no Sabi.  So this move is mainly used in combos and is able to pick up opponents off the floor thanks to OTG properties.  It's hard knockdown after contact so it's a good way to end juggle combos.
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* 115-Shiki: Dokugami
:* '''qcf + C'''
:* Combos from strong attacks and is the main way to knock an opponent down mid-screen after using a jump-in from the front.  This move is unsafe on block unless it makes contact using the tip of the hit box towards the end of the flamesAlthough it's a bit sluggish in speed, it's still a good attack to use during the neutral game to catch opponents off guard of the range that Kyo could actually control beyond the range of his Aragami.  Use accordingly with good judgment and try not to use it too much outside of combos although it feels good to tag someone with it at neutral.  This move could juggle after D Version Kai and a C Version Oniyaki could further combo after the Dokugami.
* 401-Shiki: Tsumi Yomi
:* '''hcb + P''' during Dokugami
:* Mainly used as a frame trap after Dokugami since Dokugami generally isn't safe on block if used at a closer rangeAlso unsafe on block depending on match up and range that the Tsumi Yomi connects.
* 402-Shiki: Batsu Yomi
:* '''f + P''' during Tsumi Yomi
:* And this is used to frame trap after a Tsumi Yomi since opponents will be tempted to punish it after block.  This move is extremely unsafe and every character could punish this with ease and devastation.  Only do it during combos or if one is "absolutely sure" that it will hit.
* 100-Shiki: Oniyaki
:* '''dp or d , df + P''' after Batsu Yomi
:* This is just an Oniyaki stacked on after Batsu Yomi for additional damageDoesn't trap after Batsu Yomi as it must come out immediately and is equally as punishable.  Not much to state about it other than doing it at the end of combos to finish with more damage.


==Desperation Moves==
==Desperation Moves==
* Ura 108-Shiki: Orochi Nagi
* Raikouken
:* '''qcb hcf + P''' (can be held)
:* '''qcf qcf + P''' [21%]
:* Sends out a gigantic hitbox. During the charge-up you have some invincibility (upper-body for the strong version, lower-body for the weak version). You can hold the button to delay release and the Orochinagi comes out much faster than normalJust by slightly holding the button during the super flash, the attack comes out around the same time as the normal one would but with the faster start up property of a charged versionThis desperation move is unsafe on block and should be mainly used in combos anyways.
:* A large Raijinken that does a lot of damage and knocks downEasily combos from the last hit of A Version of Shinkuu Katategoma or just simply from a heavy normal moveIt's unsafe on block as are other desperation moves.  The C Version attacks from an anti-air angle but still is slower than other anti-air attacks Benimaru has that covers that range.


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* 182-Shiki
* Genei Hurricane
:* '''qcf qcf + P''' (can be held)
:* '''qcb qcb + K''' [23%]
:* This is the '99 Version of 182 Shiki that is a two hit desperation moveOf course this move is unsafe on block, but it is unblockable after being fully charged.  This move combos from light attacks and is used in a similar way that Mushiki was used in '98, a chunky finisher from a low-hitting hit confirmOther than from light attacks, this move could connect after super cancels from either version of Hikigane and used as a finisher for mid-screen Max Mode combos.
:* Benimaru sends out Silver Chariot to quickly and stylishly beat the opponent.  It combos from heavy normals as well as from the second to last hit of A Version of Shinkuu Katategoma.  Many experienced players have the tendency to super cancel this from the first hit of Handou Sandangeri as the main starterOverall all, the damage is more than Raikouken but each combo is about comparable in damageAs like many other desperation moves, it is also unsafe unblock.


==Max Desperation Moves==
==Max Desperation Moves==
* Ura 108-Shiki: Orochinagi
* Raikouken
:* '''qcb hcf + PP''' (can be held)
:* '''qcf qcf + AC''' [34%]
:* The MAX version or Orochinagi gives you full-body invincibility, and Kyos entire body is clad in flame (which happens to have a projectile hitbox). Does a maximum of three hits,  but with only two hits you can juggleIf the player times it properly after a D Version Kai, two hits could juggle while the third one whiffsFrom there, Kyo could juggle a C Version Oniyaki afterwards for better damage to finish.  Kinda safer on block since the three flames puts the opponent in large amounts of block stunMany smarter players could guard roll the first flame and punish Kyo anyways so it's still not a smart idea just to let it rip, Tyson.
:* The MAX version of Raikouken that comes out much faster than usual and has the tendency to work well as a reversal because of itSo, it's a faster, more damaging version of Raikouken that lunges straight forwardIt is still largely punishable on whiff and on block.  The biggest plus is that it could also combo from light attacks unlike the other Raikouken.


==Max 2==
==Max 2==
* 524-Shiki: Kamichiri
* Raijinten
:* '''hcb hcb + PP'''
:* '''f db df b f + P/K''' [1% (Each hit.)]
:* A command throw where play time is overAs a Max 2 attack, this move could only be done from Red Health and consumes 3 bars of Stock or just 1 during Max Mode.  It could combo from light attacks but the main way this attack lands is as a fast command throw that most players tend to forget that exists, thus serving as a surprise way to end a roundDon't be too contrived and predictable and this move could be a great ace in the hole.
:* The closest thing to a new Gradius or new Zone of the EndersBenimaru sets out an option either in front of his head, in front of his front leg, behind his head, or behind his rear leg.  Benimaru could only set out two at a time and each option has a duration of 8 hits.  It's a great way to set up check mate situations or impose a line of defense that the opponent has to deal with.  Having two options on top seals jump and hop approach while Benimaru can focus with grounded pokes/footsies.  Two options in the back makes sure an opponent can't just cross up or roll around Benimaru, forcing the opponent to deal with Benimaru's great frontal control.  Two options in the front is creates a wall that an opponent can't really poke or approach other than forcing the opponent to take the chip if Benimaru gets close enoughTwo options below makes sure the opponent can't play grounded footsies nor roll behind Benimaru, but has to deal with Benimaru's great anti-air game, making easy aerial targets.  Although this is not an attack to rely on, it's a fun away of securing the Vic Viper's weaknesses and rack up points.


=Combos=
=Combos=
'''Essentials'''
 
* cr.B > cr.A xx df.D/dp+A/qcfqcf+P
* cl.C >
:* Basic combo from low hits.
** qcf + B/D > [17%/19%]
* cr.B or j.B > cl.C xx qcf+C > hcb+P > f+P > dp+P
*** d u + K (Point blank.) [25%/27%]
:* Basic mid-screen combo that also works anywhere.
*** d u + K (1) >>>
* cl.C xx qcf+D,D > rdp+B/qcbhcf+P/j.d+C/j.CD/j.D
**** (S)DM qcf qcf + A/AC {2/4 stocks}
:* Basic juggle combo. Possible in the middle of the screen from point blank.
**** DM qcb qcb + K {2 stocks}
* (Corner) j.B > cl.C xx qcf+D,D > hcb+B > qcf+A > hcb+P > hcb+K
** '''hcb f + P > [22%]'''
:* Chunky, meterless corner combo.
*** '''qcf + K [26%]'''
* cl.C > BC > run up cl.C xx dp+C (1-hit) xx hcb+D xx qcf+C xx qcf+A xx qcf+C xx qcfqcf+P
** '''qcb + A (C version will leave you vulnerable for just +~1% damage.) [22%]'''
:* Basic Max Mode Combo that could be confirmed from any part of the screen.
** qcb + A (2) / qcb + C (2-4) >>> DM qcb qcb + K (Each extra hit from qcb + C adds +1%, and super will only connect after 4 hits from point blank.) [43-45%] {2 stocks}
* (Corner or Near Corner) cl.C > BC > run up cl.C xx dp+C (1-hit) xx qcf+C xx qcf+A xx qcf+C xx qcf+D,D > qcbhcf+PP (2-hits if timed properly) > dp+C
** '''qcb + P (3) >>> (S)DM qcf qcf + A/AC [43%/56%] {2/4 stocks}'''
:* Corner Max Mode Combo that spends one more stock than the Basic Max Combo and has a neat finisher.
** dp + B/D [17%/19%]
* cl.C > BC > Far D xx qcf+C xx qcf+A xx qcf+C xx qcf+A xx qcf+C xx qcfqcf+P
** qcf + A [22%]
:* An even easier Max Mode combo to confirm but at the expense of some damage. It's preferred to learn the other Basic Max Mode Combo.
** (S)DM qcf qcf + A/AC [30%/43%] {1/3 stocks}
** DM qcb qcb + K [32%] {1 stock}
 
 
* cr.B x 3 >
** '''dp + K'''
** (S)DM qcf qcf + A/AC {1/3 stocks}
 
 
* cr. B x 2 > qcf + K
 
 
* cr.B >
** hcb f + P > qcf + K
** qcf + K >
*** d u + K
*** d u + K (1) >>>
**** (S)DM qcf qcf + A/AC {2/4 stocks}
**** DM qcb qcb + K {2 stocks}
 
 
* cl.D >> BC > run, cl.D > qcb + A (3) >> (S)DM qcf qcf + A/AC {2/3 stocks}
 
 
* Max Mode: ... hcb f + P > qcf + K >>
** qcf + K > d u + K (OTG. 1st and 2nd hit will miss.)


=The Basics=
=The Basics=
Fuck 'em up.
Become プロ。


=Advanced Strategy=
=Advanced Strategy=
Get Silver Daimon Requiem.
=Match-Ups=
=Match-Ups=
{{Template:The King of Fighters 2002: Unlimited Match}}
[[Category:The King of Fighters 2002: Unlimited Match]]

Latest revision as of 09:34, 15 November 2020

Kyokyo's Bizarre Adventure Part 4: Steel Ball Lion

Introduction

Benimaru Nikaido is one of the major characters in Part III: Stardust Crusaders, and makes a further appearance later on in Part V: Vento Aureo. He went with Kyo and Saisyu to get revenge for his sister, who was raped and murdered by Chris. He is the only non-Kusanagi to have survived the third adventure. Under Rugal's influence, Benimaru attacked the Kusanagi party in Hong Kong. He was confronted by Daimon and defeated after some difficulty. While Benimaru conceded his defeat, Kyo sensed Rugal's cells in the man's forehead and removed the implant. Afterwards, Benimaru joined the Kusanagi group in their quest to destroy Rugal, with his ultimate goal being to find his sister's murderer. Later, Araki retconned Daimon's death by turning him into Benimaru's stand.

Move list

At a glance:

Normal Throws
Catch and Shoot (throw) f./b. + C
Front Suplex (throw) f./b. + D
Spinning Knee Drop (air throw) any direction except u./uf./ub. + C
Command Moves
Jackknife Kick f. + B
Flying Drill (air) d. + D
Special Moves
Iaigeri qcf + K
┗ Handou Sandangeri (during Iaigeri) d., u. + K
Benimaru Collider (throw) hcb, f. + P
┗ Benimaru Shoot (during Benimaru Collider) qcf + K
Raijinken (air OK) qcf + P
Super Inazuma Kick dp + K
Shinkuu Katategoma qcb + P
Desperation Moves
Raikouken qcb x2 + P
Genei Hurricane qcb x2 + K
Max Desperation Moves
Raikouken qcf x2 + PP
Max 2
Raijinten f. db. df. b. f. + A or B or C or D

Normal Moves

Close Standing Normals

  • Close A
cl.A – Quick jab with the elbow. It's one way of establishing pressure from close up without much committal. It only makes contact upon medium height crouching opponents such as Kyo and taller. Characters such as K' shrink underneath this move, thus limiting the overall effectiveness of this attack since there are other moves that do the same job but better.


  • Close B
cl.B – Fast kick high kick. Unlike Close A, this attack hits shorter crouching characters with the exception of the smallest height class such as Choi and Bao. Even then, characters such as Choi and Bao will be hit by Close B if they're already in hit stun. Generally this move is used as filler in hit-confirms and combos than as for an attack with an actual application.


  • Close C
cl.C – Downwards elbow strike. It is like any other typically fast Close C attack. It may seem faster than Close D, but it isn't. The advantage to use this attack rather than Close D is by the off chance the opponent tries to jump out for whatever reason, and the higher vertical hit box may tag the opponent where Close D would not.


  • Close D
cl.D – Fast knee strike. This is one of Benimaru's main pressure and confirmation tools. This is what the player would want to use when making a big punish. The push back and frame advantage/disadvantage on block is decent enough for Benimaru to trap afterwards with something like a Far B, Far D, or sweep. A great normal move overall.


Far Standing Normals

  • Far A
Straight Jab. It's a decent anti-hop tool but is overshadowed by all of the other great anti-air tools that Benimaru has. Far B is very comparable with better range and similar recovery so this anti-air doesn't get to see much usage outside of very specific and weird angular situations.


  • Far B
Quick side kick. This is one of Benimaru's main poking tools and anti-hop check assets. This attack generally whiffs over most crouching characters, but larger characters such as Daimon are force to take this move even during crouch. It's a fast snappy move with very little risky and most characters can't run underneath it and it's hard to play footsies against it. This is a good tool to force opponents to get uncomfortable and try to find other ways to get around it such as full jumping, which could be reacted to and anti-air'd easily, or reposition themselves on the ground allowing for Benimaru to gain more initiative. Once again, this is a very powerful asset.


  • Far C
Straight punch. Think of it as a heavier hitting, slightly slower recovering Far B. What's great about this attack is that against medium-height crouching characters, Far C connects against them unlike characters of small crouching hit boxes. Within that context, not only is the damage chunky but there is very little the opponent could do against Far C especially if it's well placed. Sweeps generally can shrink underneath and punish Benimaru but it's hard for characters with shorter ranged sweeps. Also opponents would be more wary off tossing out sweeps since Benimaru's Far D crushes most low attacks, thus making it a wonderful complement to Far C.


  • Far D
Spinning sobat kick. Benimaru's furthest grounded poke that also goes over most low attacks. This is one of the biggest tools in Benimaru's arsenal that helps establish ground dominance. Since the recovery is somewhat larger than his other attacks, Far D is more prone to jumps and floatier hop approaches during the recovery. A good player should be a bit more patient and perceptive of when to toss out this attack and when to be ready to anti-air with a Far B, Super Inazuma Kick, air-to-air, or air throw when appropriate. With all of Benimaru's grounded normals, he can effectively be a huge defensive wall that is hard to approach.


Standing Blowback

st.CD – Roundhouse kick. It's like a slower version of Benimaru's Far B that has the tendency to go over some low attacks. Some players use the max range of this attack against an opponent's wake up to stuff any antsy reversal super jumps or reversals with terrible hit boxes that would get stuffed. Like other moves in its category, it can cancel into other specials and desperation moves on whiff, block, or hit.


Crouching Normals

  • Crouch(ing) A
cr.A – Small, crouching jab. It's a standard, crouching light punch that one could find in most fighting games. Low committal, doesn't hit low but is a pressure tool to a certain degree. It can be chained into from other light attacks but can't chain out. The biggest plus to use this move over Crouch B is that some characters can reversal super jump or hop out from certain ranges when Crouch B is used, but Crouch A in those cases would stop those characters. For Benimaru, if this move hits meaty it can link into Close D and further combo into something else. At point blank and on block, this move can trap into sweep against players that try to jump out after Crouch A or try to walk away/alternate guard against an excepted command throw. Though limited in application as a pressure tool since Crouch B pressure is better, it still has its uses.


  • Crouch(ing) B
cr.B – Crouching kick. This attack has great speed, in regards to start up and recovery, for the range it reaches. It can abuse other characters by attack outside the range of their light attacks and the speed stuffs out most sweeps and slower grounded attacks. Crouch B for Benimaru is great for confirming into knockdown combos and for breaking alternate guard. Once opponents start respecting the pressure and also hesitate to alternate guard, it gives Benimaru the chance to go for a tick throw using Benimaru Collider.


  • Crouch(ing) C
cr.C – Janky-looking uppercut. Benimaru's second furthest ranged, crouching attack. What makes this attack neat over sweep is that it doesn't knockdown giving Benimaru opportunity to low profile under certain attacks and can be confirmed into either desperation moves. It's not really used as an anti-air but as long as it can low profile under jump-in attacks, it could hit jumping opponents as they land into the decent amount of active frames Crouch C has. Like Crouch A, Crouch C has limited applications but still has particular purposes.


  • Crouch(ing) D
cr.D – Sweep. It's a standard sweep and is pretty fast for the range it covers in comparison to the rest of the cast. Like other sweeps it's cancelable on whiff, block, or hit. This is another great poke in conjunction with Far B and Far D during the ground game.


Jumping Normals

  • Jump(ing) A
j.A – Jumping elbow. It's an infrequently used air-to-air attack. Benimaru's other jumping attacks cover around the same range but for better damage, safety, and utility. Almost never seen at all in real, competitive play. The only plus side seems to be that it covers around the same space as Jump C but comes out slightly faster. Generally by the time Benimaru is close enough to use this move as an air-to-air, Jump C would be preferred anyways thanks to the air throw option select built in that is inherently faster than Jump A anyways.


  • Jump(ing) B
j.B – Downward knee attack. Another standard jumping knee attack. It has a pretty good cross-up hit box towards the front side of Benimaru and is a nice way of mixing up Benimaru's cross-up approach. Also it has a decent downward hit box making it an effective jump-in but still has the tendency to lose to good anti-air attacks since Benimaru is very floaty.


  • Jump(ing) C
j.C – Jumping uppercut. A great air-to-air especially against opponents that approach from above while Benimaru is simply hopping forward. Try to do this attack while holding any directional input other than up, up-forward, or up-back. With this, the player may have a chance to air throw option select while approach or retreating. If the opponent is too close, the air throw will catch. If the opponent stays on the ground, Benimaru may come down from the hop and still have enough active frames to for the opponent to take the hit or block the Jump C. If the opponent is too far out, the Jump C has a strange hit box that makes it generally with in air exchanges. The main fault of this attack is the lack of downward hit boxes, and if used improperly, Jump C may be susceptible to trip anti-air attacks into big combos.


  • Jump(ing) D
j.D – Jumping Kick. One of Benimaru's main tools and functions well as a swiss army knife. It works well as a cross-up, as a jump-in, and as an air-to-air. Spacing for the cross-up is a bit more difficult than other KOF games but is still do-able. Even as good as this move is, it's still pretty easy to anti-air with good vertical normals or "dragon punch" types of moves due to Benimaru's floaty and react-able hop and jump arcs.


  • Neutral, Full Jump(ing) A
nj.B – Straight up vertical punch. Very little use for this normal as there are very opportunities for Benimaru to use this attack. May be used in some weird ST-like anti-air situation but largely not needed and impractical due to all of the assortment of anti-airs Benimaru has.


  • Neutral, Full Jump(ing) D
nj.D – Weird looking kick. It's similar to Jump D but seems to curved up-wards and has less horizontal range. Generally it's less useful than normal Jump D and seems to serve the purpose of making sure Benimaru doesn't have a good Jump D during his full neutral jump.


  • Jump(ing) Blowback
j.CD – Crossed legs kick. This is Benimaru's most vertically downward attack that serves as his best air-to-ground attack. Although it may not hit overhead because it's a Blowback attack, it serves the purpose of allowing Benimaru to approach and pressure as it's hardest move to react to and anti-air from a grounded perspective. Since it's angled more downward, it's also more susceptible to air-to-airs from the side and such so be careful when using this attack.

Normal Throws

  • Catch and Shoot - (throw) f./b. + C
A standard forward throw that the opponent can recovery roll from. Close C has a slightly higher vertical hit box that could tag opponents on the way out a bit better than Close D and that would be the main reason to go for this throw just in case the opponent tries jumping/hopping in expectation of a command throw.


  • Front Suplex - (throw) f./b. + D
A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up. If Benimaru throws the opponent into the corner with this, Benimaru has access to devastating, strange cross-up set ups thanks to the back turn and hard knockdown. Otherwise from mid screen it still sets up for normal cross ups and simple safe jumps.

Command Normals

  • Jackknife Kick – f + B [8%]
A slow step-kick. It kind of goes over low attacks but doesn't serve that purpose very well since Far D does it more safely and better. Jackknife Kick doesn't even combo from heavy attacks, making the purpose of this attack very limited. The main use of this attack is to serve as a frame trap since it can be canceled into from other normal attacks. Most players use this as an occasional block string tool that can be canceled into command throw safely due to the long block stun induced by the attack and the quick recovery of Benimaru's command throw.


  • Flying Drill – air d + D
A drill, dive dick. It's a decent tool for Benimaru to use to change his aerial momentum to trip up the opponent's expectations. After hit and on block, Benimaru is pushed out to a distance where he has the advantage to push a button. Against most grounded options that opponents choose after a blocked drill, Benimaru should use Far D to stuff out the opponent cleanly. Against opponents that try to jump afterwards, Benimaru could quickly check the opponent with a Far B after the drill. If the opponent chooses to do nothing and wait or block, Benimaru could start up pressure again or also be patient. It has moderate recovery on whiff so it's still susceptible to chunky punishes so don't try to use this move overzealously. For whatever reason and purpose, Jump C can cancel into Flying drill.

Special Moves

  • Iaigeri
  • qcf + K [B: 7%] [D: 9%]
  • Almost like a special version of Far B that can't be crouched under. It's generally one of the safest specials Benimaru could cancel into but does the least amount of chip. There is a sweet spot in the hit box that causes a sliding effect when used as an anti-air attack. Mainly players used this to combo into the follow up that does knockdown and one of the best meterless damage Benimaru has.
  • Handou Sandangeri
  • (during Iaigeri) d u + K [B: 16% (Total. 2 hits) / 10% (Total. 1 hit)] [D: 18% (2 hits) / 12% (Total. 1 hit)]
  • This is the knockdown follow up after Iaigeri. Handou Sandangeri is mainly used as a combo finisher but may act as a relatively safe frame trap after a blocked Iaigeri. The B and D Versions have different heights upon the last kick but there isn't any difference in damage. So generally, the B Version of Iaigeri with the B Version of Handou Sandangeri is the way to go since the D Version of Handou Sandangeri is more unsafe.

  • Benimaru Collider
  • (throw) hcb f + P [12%]
  • A very fast command throw with an equally as fast recovery. The limitation of this attack is the short range this command throw has in comparison to other command throws in the game with the same type of motion. This is mainly used as a tool to open up opponents that are too scared to try to mash out buttons, too scared to jump or hop, and too scared to alternate guard. It does decent damage for the type of tool it is.
  • Benimaru Shoot
  • (during Benimar Collider) qcf + K [17% (Total.)]
  • The kick follow up to Benimaru's command throw. It adds considerable amount of damage and still induces hard knockdown like when Benimaru Collider is left alone. The main, if not then only reason to "not" use this follow up is if the player wants to have more frame advantage after Benimaru Collider to do a roll mix-up on the opponent's knockdown. Otherwise, the hard knockdown from Benimaru Shoot is enough for a safe hop, allowing the player to continue pressure and offense in addition to the extra damage.

  • Raijinken
  • (air OK) qcf + P [A: 12%] [C: 18%]
  • Benimaru's signature lightning ball attack invented by Nikola Tesla. The A Version has Benimaru throw a straight punch directly in front while the C Version attacks upwards at a 45 degree angle.
  • Overall the preferred version is the A Version since it still catches most jump attempts while cleanly stuffing any hop attempts as long as Raijinken comes out first. Also, the A Version hits all crouching characters, making it a difficult pokes to deal with since it induces large enough chip damage to make an opponent antsy.
  • The C Version serves more of a vertical anti-air but there are better options to choose from for that purpose since the C Version comes out too slowly compared to something like Super Inazuma Kick. Most players just use the C Version when they're feeling themselves and know for sure it will hit when it comes out.
  • Against cornered opponents, there is a sweet spot near the tip of the attack to use as a meaty on their wake up. If they try to roll forward to avoid chip, they'll recover towards the other end of the Raijinken and take the hits. So other than being a good pressure, chip tool, Raijinken serves as a good checkmate tool.
  • There is an air version of Raijinken, but on block it leaves Benimaru at a considerable disadvantage but not enough to necessarily make him unsafe in most situations. Benimaru can use Raijinken at almost any height from the peak and descent of his full and super jumps. From hops and hyper hops, Benimaru could only use Raijinken from the apex. Benimaru could also cancel Jump CD into air Raijinken, but still under the same limitations it activates from hops and jumps. Most players also use this as a round ender to finish off opponents since losing momentum due to the frame disadvantage isn't usually worth it during the course of the match.

  • Super Inazuma Kick
  • dp + K [B: 8%] [D: 9%]
  • A standard "dragon punch" type of attack that takes its name from the Gainax classic, Gunbuster. The D Version seems to have more invulnerability than the B Version and knocks down grounded opponents. In contrast, the B Version only knocks down airborne opponents but has less recovery and moves Benimaru backwards a bit, making it semi-difficult for newer players to punish than the D Version. Overall, the D Version of Super Inazuma Kick is the one that's mainly used for both anti-air, reversal, and in combos.

  • Shinkuu Katategoma
  • qcb + P [A: 12%] [C: 12% (3 hits) / 13% (4 hits) / 14% (5 hits)]
  • Benimaru suddenly thinks he's a West Coast power-head and breaks. This is another pressure tool Benimaru could use to whittle down the opponent. Mainly the A Version is preferred since it's safe on block and causes knockdown on hit. The C Version generally isn't used because the heavy hitting normals it combos from pushes out the opponent too far for the last hit to knockdown. This leaves Benimaru spinning while the opponent could recover and punish. So the best range to use the C Version is near point blank although it would be best if this was done to finish the round. Overall, the A Version is better but is more susceptible to guard rolls and is fully punishable under those circumstances. Both versions may super cancel and is the main reason why players choose this move during bread and butter combos.

Desperation Moves

  • Raikouken
  • qcf qcf + P [21%]
  • A large Raijinken that does a lot of damage and knocks down. Easily combos from the last hit of A Version of Shinkuu Katategoma or just simply from a heavy normal move. It's unsafe on block as are other desperation moves. The C Version attacks from an anti-air angle but still is slower than other anti-air attacks Benimaru has that covers that range.

  • Genei Hurricane
  • qcb qcb + K [23%]
  • Benimaru sends out Silver Chariot to quickly and stylishly beat the opponent. It combos from heavy normals as well as from the second to last hit of A Version of Shinkuu Katategoma. Many experienced players have the tendency to super cancel this from the first hit of Handou Sandangeri as the main starter. Overall all, the damage is more than Raikouken but each combo is about comparable in damage. As like many other desperation moves, it is also unsafe unblock.

Max Desperation Moves

  • Raikouken
  • qcf qcf + AC [34%]
  • The MAX version of Raikouken that comes out much faster than usual and has the tendency to work well as a reversal because of it. So, it's a faster, more damaging version of Raikouken that lunges straight forward. It is still largely punishable on whiff and on block. The biggest plus is that it could also combo from light attacks unlike the other Raikouken.

Max 2

  • Raijinten
  • f db df b f + P/K [1% (Each hit.)]
  • The closest thing to a new Gradius or new Zone of the Enders. Benimaru sets out an option either in front of his head, in front of his front leg, behind his head, or behind his rear leg. Benimaru could only set out two at a time and each option has a duration of 8 hits. It's a great way to set up check mate situations or impose a line of defense that the opponent has to deal with. Having two options on top seals jump and hop approach while Benimaru can focus with grounded pokes/footsies. Two options in the back makes sure an opponent can't just cross up or roll around Benimaru, forcing the opponent to deal with Benimaru's great frontal control. Two options in the front is creates a wall that an opponent can't really poke or approach other than forcing the opponent to take the chip if Benimaru gets close enough. Two options below makes sure the opponent can't play grounded footsies nor roll behind Benimaru, but has to deal with Benimaru's great anti-air game, making easy aerial targets. Although this is not an attack to rely on, it's a fun away of securing the Vic Viper's weaknesses and rack up points.

Combos

  • cl.C >
    • qcf + B/D > [17%/19%]
      • d u + K (Point blank.) [25%/27%]
      • d u + K (1) >>>
        • (S)DM qcf qcf + A/AC {2/4 stocks}
        • DM qcb qcb + K {2 stocks}
    • hcb f + P > [22%]
      • qcf + K [26%]
    • qcb + A (C version will leave you vulnerable for just +~1% damage.) [22%]
    • qcb + A (2) / qcb + C (2-4) >>> DM qcb qcb + K (Each extra hit from qcb + C adds +1%, and super will only connect after 4 hits from point blank.) [43-45%] {2 stocks}
    • qcb + P (3) >>> (S)DM qcf qcf + A/AC [43%/56%] {2/4 stocks}
    • dp + B/D [17%/19%]
    • qcf + A [22%]
    • (S)DM qcf qcf + A/AC [30%/43%] {1/3 stocks}
    • DM qcb qcb + K [32%] {1 stock}


  • cr.B x 3 >
    • dp + K
    • (S)DM qcf qcf + A/AC {1/3 stocks}


  • cr. B x 2 > qcf + K


  • cr.B >
    • hcb f + P > qcf + K
    • qcf + K >
      • d u + K
      • d u + K (1) >>>
        • (S)DM qcf qcf + A/AC {2/4 stocks}
        • DM qcb qcb + K {2 stocks}


  • cl.D >> BC > run, cl.D > qcb + A (3) >> (S)DM qcf qcf + A/AC {2/3 stocks}


  • Max Mode: ... hcb f + P > qcf + K >>
    • qcf + K > d u + K (OTG. 1st and 2nd hit will miss.)

The Basics

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Advanced Strategy

Get Silver Daimon Requiem.

Match-Ups